Myself and a small group of 3 are going starting a campaign in Mordheim for the first time (not for lack of trying), none of us have played before. I've played small games of 40k many years ago with a dark eldar witch army so I think I should have a good shot of getting into Mordheim (Small groups of bad-ass close combat witches).

I was looking through the warbands and the Battle Monks of Cathay really jumped out to me. I was wondering if I could get some feedback on a starting list and maybe some tactics to playing with them, there doesn't seem to be much up on the net that I can find.

Here's my list:(all assumed to have free dagger)

Emissary 60-Crossbow 25-Sword 10

Officer 40-Sword 10-Shield 5

Dragon Monk 55-Staff 15

Dragon Monk 55-Unarmed

Dragon Monk 55-Unarmed

Warrior Monk 35-Fish-Hook Shot 10

Warrior Monk 35-Fish-Hook Shot 10

Soldier 25-Sword 10-Bow 10

Soldier 25-Sword 10

9 units500gc usedRating 122 (I think)

My plan would be to keep a warrior linked with a dragon, have the dragon charge and hopefully have the warrior trip the enemy with the fish-hook. Keep the emissary and the bow soldier out of the way for cover and have the dragon with the staff and the officer bopping about wooping ass. Is this a viable plan?

We'll be using a couple of base house rules as well:-Light and heavy armor half price-Light armor gives 5+-Heavy gives 4+-Off hand weapon gets a -2 to hit

We'll only be using grade 1-2 warbands and so far I'll be against Tomb Guardians, Norse(maybe) and the last is undecided.

Sorry for the large post and thanks in advance for any advice you can give.

Fair enough, I'll talk to the lads about it.Now that I think about it, it does really screw me if I do go with the monk warband.The question is whether or not people actually play them or not. I can't seem to find hardly any mention of anyone having used the monks in a campaign. Definitely no tips to using them.

A brave choice to go for tomb guardians, I'll be interested to hear how they worked out.

Yeah the guy who is screwed is the Tomb Guardian player. Unless he is using the Khemri website list and not the awful TC list.

I am curious what the changes in armor are supposed to balance?

As for the Battle Monks, they are a relatively new warband for an out of production game written for a specific campaign setting for that game. The number of players you have to respond is a fairly small pool, so it might be awhile before one sees your post and responds.

@von kurstThe other fella's using the khemri list, he just likes the idea of mummies and skellies.Thanks for the links, I've read them and they were a little helpful in my warband unit choice(peasant's are a waste).

@skaerkrowWe just were putting some ideas down after reading some stuff on the net about armor being underpowered and dual wield being overpowered. I see what you mean about the armor overkill, we'll prob just go with half price armor.

The main thing I'm looking for with this post is long term tactics. How will they fare in the campaign with no magic or shooting skills, as well as a small pool of hs

Afraid I can't comment on Battle Monks as I've never seen them played.

On the armour house rule front, I've found that giving shields +1 to armour save in close combat makes them a more viable choice, and then stacking armour with that can get you a pretty good armour save.

In the campaign I'm currently running, we've also house ruled Strength modifiers so S4/5 are -1 to save, 6/7 are -2 to save, 8/9 are -3 to save and 10 is -4.

I've seen a lot more armour being bought as a result of this (okay, half of that is my own Chaos Dwarf warband, but still, other players have been picking armour up for their important models).

Thanks for the tips on the shields, I'll talk to the lads and see what they think.None of us are the power gamer type but if the dual wield is the best option (as it is in the basic rules) everyone's gonna go for them so we're trying to give an incentive for the other options.